From Stories to Cities to Games: A Qualitative Evaluation of Behaviour Planning
Mustafa F. Abdelwahed, Joan Espasa, Alice Toniolo, Ian P. Gent
TL;DR
The paper addresses the need for generating multiple, qualitatively distinct plans rather than a single solution. It advances behaviour planning by introducing the Behaviour Sorts Suite (BSS) to define a behaviour space and the FBI (Forbid Behaviour Iterative) family of planners, including FBI_SMT (model-based) and FBI_LTL (model-free), and demonstrates their applicability across storytelling, urban planning, and game evaluation. The results show that behaviour planning can produce diverse narratives, layouts, and player traces, enabling users to compare qualitatively different options. This domain-agnostic framework integrates diversity into the planning process, facilitating varied outcomes and strategic decision-making, with future work focusing on automating behaviour-space construction from data or feedback.
Abstract
The primary objective of a diverse planning approach is to generate a set of plans that are distinct from one another. Such an approach is applied in a variety of real-world domains, including risk management, automated stream data analysis, and malware detection. More recently, a novel diverse planning paradigm, referred to as behaviour planning, has been proposed. This approach extends earlier methods by explicitly incorporating a diversity model into the planning process and supporting multiple planning categories. In this paper, we demonstrate the usefulness of behaviour planning in real-world settings by presenting three case studies. The first case study focuses on storytelling, the second addresses urban planning, and the third examines game evaluation.
